Carrier Takeoff Mod 5.3.3 (updated 7/23/2009)

I loaded the latest version but no joy on COOPS or Moving Dogfights.

I do not have any of the previous carrier launch mods.

Using UI1.1, with windmod off

Would very much like to make this work in multiplayer but alas, not the sharpest computer tool in the shed. Help a shipmate out please.

~S~
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There might be a conflict with the "moving dogfights". Air Group 51 has had no problems at all - other than those caused by someone joining the game that doesn't have it - it has been working like a charm in both coops and DF servers.
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That's right. Right now it isn't compatible with the Cert AI mod, and I can't guarantee that it's compatible with the Moving Dogfight mod (although Zuti has tried to incorporate 5.0 into the Moving Dogfight). So the first step would be to make sure those two are disabled, then see if the Carrier Takeoff mod works. We'll get all the incompatibilities sorted out eventually.

Also...for those that have been getting the memory error when loading a mission, I just figured out last night that that's caused by not having Flakiten's F9F Panther installed. You'll get the error if you don't have the Panther installed AND the mission contains aircraft without folding wings on a carrier. That will be fixed in the next day or two, but in the meantime if you want to try out the Carrier Takeoff mod you'll need to install the Panther. There's another reason to install the Panther...it's a great plane! Smile

Fireball
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Great news Fireball!

Thanks muchly for taking the time to figure it out. Big Grin

Regards

Ratty
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FerretInTheDrinksCabinet Wrote:Great news Fireball!

Thanks muchly for taking the time to figure it out. Big Grin

Regards

Ratty

Well thanks to you and Mailman for giving me the clues with your detailed reports!

Fireball
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Installed the F9F2_Panther and now the carrier takeoff and catapult mod works correctly. The missions load correctly. The SBD-3's spawn on the carrier decks.

Now I selected the last plane on the flight deck of my mission and selected external view to watch. I had the planes using a rolling takeoff. When the plane rolling down the deck reaches approximately the forward 5" dual purpose gun turret the next plane spawns into the takeoff position with the wings immediately unfolding. This only took a few seconds and then the motor would rev and the plane would roll down the flight deck. I wouldn't change a thing regarding the planes snapping into position with the wings folded. It does not take that long for the wings to unfold and launch and is a nice touch. Just my opinion.

-)-MAILMAN-
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-)-MAILMAN- Wrote:I wouldn't change a thing regarding the planes snapping into position with the wings folded. It does not take that long for the wings to unfold and launch and is a nice touch. Just my opinion.

Thanks Mailman, I've heard the same thing from some others, so I'll probably just leave that the way it is.

Fireball
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VT-51_Razor Wrote:There might be a conflict with the "moving dogfights". Air Group 51 has had no problems at all - other than those caused by someone joining the game that doesn't have it - it has been working like a charm in both coops and DF servers.

Thanks Razor. Not sure what I did for sure but I got it running. I did remove the moving dogfight, put the CT5.1 in and then put the Moving Dogfight back in the folder and it worked. . . . AND I did not, have not, do not intend to load the Panther mod and it still works. Go figure.

BTW, concur with the opinion that snapping into place with wings folded is ok.

Thanks all

~S~
Yorktown
Fly Navy!
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Hi Fireball, great mod Big Grin

just having one small problem, if im doing a mission with 4 FM-2 on the carrier USS Kitkun Bay CVE71, the other 3 AI spawn right beside me in a line with thier wings folded, they then fold out thier wings and colide with the other AI, causing them to explode. How do I fix this? What are the full list of mods needed?

Love the Catapult though 8)
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OK, I forgot that I still had AI mod on, This is a fantastic mod, thank you Smile
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I do think that it is a good idea to not make the carrier takeoff and catapult mod dependent upon having to install a new aircraft like the F9F2_Panther. I pretty much use just what comes with the unified installer and its updates. Exceptions to this are the shippack2 mod, this mod, and some map that are not in the updates. I hope you do make version 5.2 of this mod not dependent upon having the Panther installed. I really didn't care for having to install and run the aircraft installer just to install this plane. I didn't have to do that when I installed the F4U-1 which was a much easier installation in my opinion. Love how this mod works.

-)-MAILMAN-
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That wasn't intentional. That was just something that slipped through, because I happened to have the Panther installed in the game that I was using for testing. Version 5.2 will work whether you have the Panther installed or not.
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That wasn't intentional. That was just something that slipped through, because I happened to have the Panther installed in the game that I was using for testing. Version 5.2 will work whether you have the Panther installed or not.
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Have you got a link to version Version 5.2 ?
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Monguse Wrote:Have you got a link to version Version 5.2 ?

I should have said "The soon-to-be-released version 5.2 will work whether you have the Panther installed or not." Smile

It should be out tomorrow.

Also Monguse, I got your PM and will respond to that soon.

Fireball
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